Showing posts with label Gaming with Kids. Show all posts
Showing posts with label Gaming with Kids. Show all posts

Saturday, January 04, 2014

Game Mastering Advice from AT&T...Yes, AT&T

I am a big fan of the "interviewing the kids" ad campaign being run by AT&T. Actor Beck Bennett does a great job of interacting with the kids in these largely unscripted videos. Bennett gives the young actors prompts and then responds in humorous fashion. Watching the Wildcard NFL games today, I have seen a great deal of the "Pool" episode and it hit me how perfect this is as an instructional tool for Game Masters everywhere. GMs are often afraid of the indie "just say yes" mantra, but this is the kind of magic you get when you follow it.




That's right, Dinosaurs who can transform into robots who Karate chop the water. If your games aren't featuring moments that awesome, then you might take a cue from Beck and just let your player's imaginations flow.

I also think that Beck would be an ideal GM for introducing gaming to younger kids.

Tuesday, December 10, 2013

Things a Parent Thinks About Games #1

A couple of years ago, with Jeff Tidball's blessing, I wrote a few responses to his and Will Hindmarch's excellent book Things We Think About Games. More than responses, these were posts that reacted to statements in the book using a Tidball/Hindmarch aphorism as the starting point for discussion. Amateur blogging being what it is, these posts tapered off and I never continued the series. It's always kind of bothered me as the book itself is fantastic and because I keep picking it up to read as a catalyst for discussion with my friends or even to examine my own thoughts on games and game play. Since I rebranded this site "Advanced Dungeons and Parenting" a while back, I've seen an uptick in readership...even when there is a gap between posts due to graduate school. The posts that tend to do best are those about Savage Worlds and those about gaming generally, as opposed to those posts that are more of the "hey have you seen this new game" variety. Looking at the data, and combining it with my desire to write more about the Tidball/Hindmarch book, I've decided to add a semi-regular series of posts discussing Things from a parent's perspective. These will be reactions to the book as it applies to playing games with kids, in particular my own 6 year old twin daughters.

The player of any game has, at most, two hands.

Things begins with a very simple statement about a utilitarian design consideration, "are the components of your game conducive to actual play?" It's a vital question, especially when it comes to gaming with children. There has been a trend in Role Playing Games lately to design games that can be played with children. There are some very good games on the market Hero Kids, Little Wizards, and RpgKids to name but a few, but I keep thinking that they all have somehow missed out on the design lessons of existing children's' games and from the design lesson of Stan!'s Pokemon Jr. role playing game. Think about children's games for a second. 

What are the first two games that come to mind?

For me they are Candy Land (the link is to the Princess Version I might just order the twins for Christmas) and Hungry Hungry Hippos.

Image from Collider.com
What do all of these games - and Pokemon Jr. - have in common?

Toy factor and/or simplicity. You don't need to read rules to understand the intricacies of HHH or Candy Land. The game pretty much teaches you how to play. As a story telling game, Pokemon Jr. has the parents take the role of storyteller who prompts children into action. Little Wizards - and excellent game - does the same, but Pokemon has these really cool looking Poke-cards (Got 'em All) and the rules are only a couple of pages. Most of Stan!'s design in Jr. is the scripting of adventures to play with the kids. Candy Land uses colors and color matching as its signifier of movement. These games are easy to pick up and play and have "toy factor."

Our games need to do this as well. RpgKids has some pretty cool Crayon maps that add a nice Print-and-Play toy factor to the game, but the rule book has an odd cover. The drawings also eventually lose their appeal when compared to something like the Print-and-Use figures for Order of the Stick.

This or Pikachu?
Hero Kids has a more cartoony feel - and good graphic design with some "toy factor" - but its resolution mechanic is similar to that of Risk and the rule book is longer than that of Heroquest. In fact, in some ways the game is as complex as Heroquest...though Heroquest's dice are more intuitive when giving results. I think my twins might prefer to see swords and shields over seeing who has the highest number. They can calculate the highest number - and tell it to me in Japanese - but does it have the "toy factor" needed to keep play "playful?" I think it does to a certain degree, but I also think it would need more toy factor in a published product. It also needs more character types - though it has some good ones - and the standees need to be in color. They need to be in COLOR!

When designing RPGs for children, we need to think less about "how can we get them interested in playing rpgs when they are older?" and more about "what will they think is fun now?" We need RPGs that tell the same kinds of stories we are showing our children. Can I play "Avatar" type games? With Hero Kids yes, with the others?... Can I play Tinkerbell-esque adventures? Pokemon based? My Little Ponybased? And don't get me going on the Pathfinder Pony game. If you think I am introducing Pathfinder to 6 year olds, you are crazy.

The fact that I ranted a bit on making sure that the design is such that it appeals to kids and has graphic fun factor and toy factor may seem like I am criticizing the games I listed above. I am not. They are all good games and I am grateful to their designers. I am just saying they are the equivalent of Avalon Hill's Afrika Korps or Gettysburg. They are early designs in what I hope will become a growing genre.
 

Tuesday, October 30, 2012

A Halloween Toast!

Because it's so difficult to get young children to eat toast and cheese, it being such an unnatural and un-kid-friendly snack...

Okay, I just like Halloween, and holidays, and any time I can holiday up a staple like toast, I'm gonna do it.  This food "craft" if you will, is fast, super easy, and turns out pretty well with any level of creative skill.  You'll need bread, a toaster oven, and orange cheese that can melt (the orange cheese that turns to industrial plastic liner when heated -- and you know what I mean, because we've all had it, and some of us like it -- will not do).

Arrange your bread.  Before applying cheese, round it by trimming the corners with a small knife.  Then cut eyes and a nose with the same knife.  For the mouth, the easiest thing to do is cut the large shape of the mouth, then cut and add teeth after (remember, this is going to melt together, so it will look like one big pumpkin jack-o-lantern face as long as the edges overlap or meet).  Arrange your cheesy "face" on the bread and pop it in the toaster oven.


The result is yummy, cheesy fun.  It's a great way to add a little kid-fun and holiday cheer to your average soup or munchy snack.  Pictured here is a whole wheat bread and mild cheddar cheese.  A dark rye or pumpernickel will offer more contrast and really make that pumpkin grin stand out!  Our preschoolers are always smiles to find faces staring back at them from their plates.  I'm not sure if that's funny or frightening, but since either is welcome at Halloween, bon appetite! 


Tuesday, March 20, 2012

DNDNext: The Kids Are Alright -- He-Man, Cartoons, and D&D

When I was around 11 or 12 years old, my best friend Sean McPhail and I used to play a fair amount of D&D.  Our first foray into the hobby wasn't the best experience, we had a killer DM who had "memorized" his own personal dungeon.  I have discussed that particular debacle in an earlier post.  I am glad that my initial terrible introduction to D&D didn't sour me on the hobby as a whole, or the game in particular.  I have a number of wonderful hobby related memories, and keep making new ones each week when I run games today.

Of those wonderful memories, there are a couple that stand out brilliantly in my mind.  There is the use of the D&D Basic set as a substitute for the combat system in Broadsides & Boarding Parties.  There is the 20 PC siege of The Keep on the Borderlands...  Hey...the book provided stats for the residents of the Keep, that meant we were supposed to attack it right?  Stats = dungeon right?  No?  Well, we thought so at the time and Darg and his crew had a good time sacking the Keep.  There was also a great run through Castle Ravenloft.  These were all experiences with Sean, and they were a great deal of fun.

But these weren't my most cherished D&D moment with Sean.  No indeed.  My most cherished D&D moment with him was when he ran his He-Man and the Masters of the Universe inspired dungeon.  It was a dungeon that he had drawn out himself.  The map was a complex maze of rooms that was a wonder to behold and a challenge to map out.  In one of the rooms of that dungeon was a deadly Death Knight with it's delay blast fireball gems.  In another room...and I'm getting overwhelmed with nostalgia just thinking about it was ... Beast Man.  Beast Man was the challenge of challenges, and Sean presented him with awe inspiring description.  He was the most intimidating foe my characters had faced to date.  I don't know what Sean's full write up for the character was, but I do know that the blue gem in Beast Man's chest had a "sleep" spell within it that overwhelmed one of my characters.  It was good stuff.

The toys, and cartoon, had inspired Sean and he in turn created an adventure that left me with one of my all time favorite D&D memories.  What I didn't know at the time was that the writers of He-Man, Larry DiTillio for one, were players of D&D and that He-Man was in some ways a D&D cartoon.  Fans of a certain age all know and love the old D&D cartoon with Hank the Ranger and Eric the Cavalier, but many of us also have a deep and abiding love for He-Man as well.  For those of you who wonder just how much D&D influenced the He-Man show, let me share with you the words of Larry DiTillio (who also wrote Tunnels and Trolls adventures)  who was a writer on the TV series. 



 In issue 34 of Different Worlds, Larry writes:

Incidentally, knowing Ye Ol' Sword is a game buff, it should come as no surprise that I often use game concepts in writing He-Man scripts. This includes spells, characters, traps, and plot twists.  In fact, I even inserted a much-beloved dragon from one of my game supplements into a show and much to my delight the character proved popular enough to warrant a sequel.  See how games and films fit together?  He-Man fans should also keep an ear open for famous names from gaming, an inside joke I sometimes like to throw in my animated stories.

D&D was not just a part of popular culture, it was a part of the popular culture of the youth of the age.  We grew up with the Moldvay/Cook Basic set with its Jeff Dee, Bill Willingham, and Erol Otus artwork.  Artwork that was cartoony and that translated fantasy perfectly for the minds of 9 to 13 year olds of the era.  It was the perfect "tween" introduction to the hobby.  The Mentzer basic set that followed continued the tradition and provided a perfect jumping on place for younger players.  Let the older players start with the AD&D books without the need of a basic set -- such as those in the Space Gamer crowd who asserted that the Basic set was a moot and unnecessary product.

It wasn't an unnecessary product, it was vital.  It was a product that brought an entire generation into the hobby.  Even with a horrible first experience with the game, Tom Moldvay's playful tone made sure that I retained my interest in the hobby.  The Basic Set was marketed at younger gamers, but it wasn't "dumbed down" for younger gamers.  It included all the rules of original D&D, but in a more coherent format.  It lacked some of the complexities of AD&D, but it perfectly prepared players for those complexities.

D&D Next needs to make sure that it has a product -- from day one -- that is aimed at younger gamers and the beginning gamer.  It needs a true basic set along the lines of those old ones.  The more recent "Red Box" edition that Wizards released to promote the Essentials line doesn't cut it.  I love that box and think that it was a good product, but the Essentials books themselves better fit the bill of what I am referring to.  If the Red Box included Heroes of the Fallen Lands, that would be what I am talking about.  Maybe with some artwork by the artists who are working diligently and with artistry on the current D&D comic books.  Andrea Di Vito has done some great work on that book.  My recommendation is that a new basic box have a cover that looks something like the following, and with rules aimed at the younger generation. 






We were all new gamers once.  Let's try and introduce new gamers with the same open arms and seriousness with which we were greeted.  Let's create a new line of toys, a new animated series, and more boardgames like the recent "D&D Adventure Series."

Thursday, January 05, 2012

Reverb Gamers 2012 #5

Have you ever introduced a child to gaming, or played a game with a young person? How is gaming with kids different than gaming with adults? (Courtesy of Atlas Games. Visit us at www.atlas-games.com)





This question strikes me as funny. I was a young person once(a long time ago, I know). And when I was young we were introduced to gaming by our parents. And with a little brother around I obviously played with " a young person" as a a young person(as a child I played games with other children).





I must of course interpret the question as: Since you became an adult, "have you ever introduced a child to gaming or played a gane with a young person?





Sure of course, I have. It is very different than playing games with adults. For one you have to watch your lanquage. No swearing in front of the impressionable youth. usually parents of kids don't want to have to explain bad words to their kids at a young age. One of my college friends and his younger siblings would come over to my house and play D&D as a family. I really had to alter the content of my usual game to account for the wide range of ages at the table. I also had to take time to explain the rules with a new mindset. it took a lot of patience. We played several sessions but never actually finished the campaign.